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TBRC Analysis Shows That Increased Demand For Video Gaming is Driving The Esports Market

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News provided by

The Business Research Company

Jun 11, 2020, 11:30 ET

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LONDON, June 11, 2020 /PRNewswire/ --The rising demand for video games and increasing awareness of esports contribute to the growth of the global esports market. As technology is expanding, so is video content, products, and virtual reality. With this, video game competitions are also increasing. Video gaming has become a transformative form of pop culture and is redefining the ways that young people consume entertainment. In 2019, according to PwC's latest Global Entertainment & Media Outlook, the videogames market in the United States is expected to reach $30 billion by 2023, from $16 billion in 2014, at an annual rate of 18.3%. Also, there has been an immense rise in awareness of eSports since 2015. The revenue of esports in 2018 reached $1.43 billion, and is estimated to reach $1.57 billion by 2019. Therefore, the rising demand for video games and increasing awareness of esports will drive the market's growth in the forecast period.

Read More On The Business Research Company's Esports Market Report:

https://www.thebusinessresearchcompany.com/report/esports-market-global-report-2020-30-covid-19-growth-and-change

Global Esports Market Growth, Overview, And Segments

The global esports market is expected to grow from $1.09 billion in 2019 to $1.11 billion in 2020 at a growth rate of 2.16%. The slow growth in 2020 is mainly due to the economic slowdown across countries, owing to the COVID-19 outbreak and the measures to contain it. The market is then expected to grow and reach $2.11 billion in 2023 at a compound annual growth rate (CAGR) of 23.82%.

The esports market consists of sales of esports and related services. Esports or electronic sports are team-based sports played online and are supported by electronic systems in which all the functions are performed through a human-computer interface. Esports are played by professional gamers that are sponsored by business organizations, or from sporting organizations. The esports market is segmented by game into multiplayer online battle arena (MOBA), real time strategy, first person shooter, fighting and sports. It is also segmented by platform into PC, console, mobile, and others.

Key Player Strategies In The Esports Market

Major players in the global esports market are Modern Times Group MTG AB, Activision Blizzard Inc., Gfinity, PLC, Turner Broadcasting System, Valve Corporation, Tencent, Electronic Arts, Inc., Hi-Rez Studios, Nintendo, and FACEIT, among others. Companies in the market are investing in mergers and acquisitions to strengthen their businesses. For example, in June 2019, Immortals Gaming Club, a USA-based company specialized in providing esports platform through the development of software such as video game software, acquired Infinite Esports & Entertainment for over $100 million. The acquisition is expected to help Immortals Gaming Club to become a part of franchised esports leagues and to become the world's largest esports organizations, boosting elite brands such as Immortals, OpTic, MIBR and LA Valiant. Infinite Esports & Entertainment is a USA-based esports and entertainment holdings company that specializes in electronic sports, online media and multi-gaming.

Request A Free Sample Of The Esports Market Report:

https://www.thebusinessresearchcompany.com/sample.aspx?id=3079&type=smp

Esports Companies Are Investing In New Esports Platforms

Esports companies are also investing in innovative new esports platform to increase their revenue and expand their consumer base, and also for gaining a competitive edge over their rivals. For instance, in 2019, in Africa, NickX, an esports platform launched by Viacom, provided children with a tournament platform, using Nickelodeon gaming content. Similarly, in 2019, IKON, a USA-based gaming platform company launched a new platform that allows players to challenge fans and friends in games, such as League of Legends and PUBG. Further, in 2019, Mobile Premier League (MPL), an India-based mobile esports platform company launched its mobile esports platform in Indonesia.

Here Is A List Of Similar Reports By The Business Research Company:

Video Game Software Global Market Report 2020-30: Covid 19 Impact And Recovery

Smart Phone/Tablet Games Global Market Report 2020

Role Playing Games Market - By Product (Massively Multiplayer Online Role-Playing Game (MMORPGs), Action-Based RPGs, Turn-Based RPGs, Puzzle RPGs, Tactical RPGs), By Platform (PC RPG, Mobile RPGs, Console RPGs), By Distribution (Online Microtransaction, Digital, Physical) And By Regions | Global Forecast To 2023

Interested to know more about The Business Research Company?

The Business Research Company is a market intelligence firm that excels in company, market, and consumer research. Located globally it has specialist consultants in a wide range of industries including manufacturing, healthcare, financial services, chemicals, and technology.

The World's Most Comprehensive Database

The Business Research Company's flagship product, Global Market Model, is a market intelligence platform covering various macroeconomic indicators and metrics across 60 geographies and 27 industries. The Global Market Model covers multi-layered datasets which help its users assess supply-demand gaps.

Contact Information:

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The Business Research Company 
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Email: [email protected] 
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SOURCE The Business Research Company

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